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[Xrd] Ramlethal - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)

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Can someone tell me what each of her special moves actually do?

I'm gonna borrow some terms from the first page. I do not have the actual hit box nor frame data for each move, but from what I've seen so far:

 

Dauro (ダウロ) - 623P

•  Ram lounges forward, releasing an electricity-like effect at the end of its move. Maximum distance it travels is roughly as twice as Sol's crouching D. Execution is fast, relatively safe on block. Lunches characters upon successful hit.

 

Furama Kaago (フラマカーゴ) - 236K

• A command Grab. Lunches characters on a successful grab. Unsafe on miss, since it puts Ram next to any character.

 

Sildo Detruo (シルドデトルオ) - 214K (air OK)

• An overhead attack. Ram jumps forward and low (about as high as a crouching character), delivers a small geyser-like effect upon ground contact (this is when the move's hit box becomes active) and hits trice. Execution is a bit slow. Relatively safe on block and recovers fast if miss. TK (tiger knee) enabled.

 

Cassius (カシウス) - 214P

• Ram's only true projectile special move. Bents upward while traveling. Recovers faster than most of the games projectiles.

 

*updated*

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Looks like this is informing us the things we need to know on play Ramlethal. Will be more helpful if someone is kind enough to give us a proper translation. We'll appreciate it.

http://www.famitsu.com/matome/ggxrd/ram.html

You'll have to cut me some slack here since this is a long article, and they get into the technical aspects of her gameplay. Some of her mechanics are unique, especially the dial-a-combo system, so I'm not really familiar with some of the terms they're using to try and describe the chain mechanics. I'll try to complete it over the next few days. If anyone can confirm whether 始動技 refers specifically to a combination attack starter that would help. I'll also be referring to what they call the "combination attacks" as dial-a-combo, since combination and chain are ambiguous in English. There's also a good amount of fluff in the article that's either meant for people who are new to fighting games or are just there to fulfill a word count, I'll mostly be trying to translate the stuff that's relevant to her gameplay and how she fits in the engine.

Character traits

Ramlethal when equpped with her two greatswords has a simple fighting style, but when detatched, they act separately, giving her a more technical play style, allowing her to have a multi-faceted playstyle. When equipped with her swords, her S and HS attacks are far reaching and powerful. When her swords are deployed, S and HS become bare handed attacks, but she’s able to move and mount an offense in tandem with her swords, and is able to act freely while the swords attack.

Another aspect of her gameplay is her ability to input unique combinations or P or K to unleash different combination attacks. As of the second attack, the chains gain unique properties, and she can even continue/cancel the combination chains on whiff. Moreover, on the third hit, some chains get overhead or low hitting properties, making them extremely useful for opening up your opponent. Each route is different, but you don’t necessarily have to learn every route from every starter.

More about her combination attacks

If you cancel any of the combination attack staters into a chain, you cannot then cancel into specials moves. You can, however, continue to cancel into subsequent chain moves on whiff. The first part of the combination route, the first or second hit only, you can cancel into a sword set or retrieval [if you get a hit with your swords deployed, you can retrieve them mid-combo]. If after you do a combination starter and you don’t want to enter one of the combination attack routes, You can hold back plus P or K, and it will be a combination starter instead of going into the combination attack.

P, P, P - knocks down on air hit, wall sticks in the corner. All hits combo standing or crouching.

P, P, K - Floats, Wall sticks in corner. First and sceond hits combo, third hit combos only on crouchers.

P, K - Staggers, combos standing and crouching.

P, 4K - Floats on hit. Does not combo standing or crouching.

K, P, P - Third hit is overhead, Groundbounces. Second hit combos only on crouchers, third hit does not combo.

K, P, K - Floats, wall sticks in corner. All hits only combo on crouchers.

K, K, K, - I think causes slide, wall sticks in corner. All hits combo on standing or crouching.

K, K, 4K - floats on hit. Third hit does not combo.

K, 4K - floats, hits do not combo

2P, P, K - Hits low, floats, third hit does not combo.

2P, K - Low, combos standing and crouching

2K, P, P, overhead, ground bounce, third hit does not combo

2K, P, K, Low, knocks down. All hits connect on crouching or standing opponens.

2K, K, - Low, combos on standing or crouching. Knocks down.

PPP

Triple talon attack. Knocks down or wallsticks on air hit depending on screen position.

KPP

Third hit is an overhead. The KP part will combo on crouchers, the third hit ( the overhead) does not combo by itself, but it causes a ground bounce, and can be followed up with close S or 5P.

2KPP

Third hit is an overhead. It’s a little bit slow, but is best used in conjunction with 2KPK (the low option) to break your opponent’s guard. I think they’re trying to convey that the tell in the animation comes really late.

2KPK

Third hit is a low, but it’s quite vulnerable on block, so you’ll probably get punished, but the hard knockdown makes it worthwhile as a sometimes option. Still, you’ll probably want to RC 2KPK on hit or block and proceed accordingly.

2KK

3 hits (all 3 hits are low). The third hit causes hard knockdown, but is punishable on block. During 2KK, Valentine’s posture gets low, so during the first part you can low profile high attaks, I guess to catch people trying to mash out of the mixup.

2PPK

The third hit is similar to 2KPK, it’s also a low, but floats instead of causing a hard knockdown. On hit, c. S, j. K, j.S, jc, j. S, j. D is a possible followup. As with 2KPK, it is punishable on block, so don’t overuse it.

More about her basic attacks

5P

5P has the fastest startup of any of her attacks. If you’re mixing it up with your opponent, or are in a sramble situation, 5P is very useful as a counterattack. From there, you can follow up with the PPP combination.

2K

2K is a low, so it’s useful for opening up your opponent in mix-up situations. During the animation, her model lowers somewhat, so it can be used to avoid incoming high attacks ( though it doesn’t specifically say it low profiles). From here, you can go into 2KK, or 2KPP

6P

6P is her designated anti-air. The reach is relatively small, but it comes out extremely quickly, and her whole upper body is invincible, so it’s actually a very useful anti-air. After an anti-air hit, j. K, j. S, jc, j. S, j. D is a basic but damaging follow-up.This is the one where the uses her cape like a porcupine. It’s fast enough that it can be used to get a hit after an air to air exchange where you get them to block j. P mash. If you land first and 6P it will anti-air them.

6K

A heel drop attack that hits overhead, and is relatively fast, or at least difficult to block on reaction. If you hit them crouching, you can link 5P afterward on everyone but potemkin.

3K

A sliding low. Has some low profile/projectile avoiding properties but is apparently specific to certain moves rather than a universal hitbox thing,

f. S

Horizontal swipe with one of her swords.Good for stopping an enemy’s approach at mid-range. On crouchers or on counterhit combos into Dauro. Spammable with just inputting c. S and the Dauro cancel afterwards given the properties of Dauro on block.

2S

This is the big swiping attack that goes from front to back. Has a lot of startup, but the huge hitbox makes it worthwhile. High priority and difficult to beat, use the move’s hitbox as a way to cut of the area in the midrange where you think your opponent might be headed. If followed up with the 2HS continuation you get big damage. Bad on block.

2H

Crouching swipe attack that goes from back to front. Better on block than 2S, but still best used as a follow up to 2S.

Sweep/2D

Her sweep isn’t very far reaching, but is still useful due to it being a jump cancellable low. From sweep, you can go into Dauro, making it a high reward mix up option. Useful for forcing a 50/50 high low mixup in some situations. (This is the one where her cape teeth spin on the ground)

j. K

A downward diagonal kick that starts up fast. Good for approaching from the air due to its angle. A good normal for to use out of an airdash.

j. S

Sword sweeps next to her horizontally. Has a long reach, best used as a predictive air to air. Jump cancellable on hit, can be followed up with j. S, j. D.

j. H

Downward flying sword attack. Very strong downward hitting properties, and will beat a lot of anti-airs if done high enough. Unfortunately it doesn’t hit overhead, so in some cases it can be safely avoided by crouching which is a weakness.

j. D

Ram’s cape sends a shockwave flying. Can be directed up, down, or forward by jumping with 8D, 2D, or 5D . Jumping with 8D powers up her cape attack; launching on hit, allowing for an air combo or a wall combo if you’re near the corner. j. 5D hits lower, and knocks down. Useful as an ender for air combos if you want to get a knockdown to set up for oki. The downward angled reach on j. 2D is quite long, and can be used well as a way to stop your opponent from approaching you when you’re in the air. I’m not sure what the last sentence means, but it’s some weak point about j . 2D’s range and that you shouldn’t get over-reliant on it.

More about her sword set mechanic

Ramlethal can control her swords remotely. The lucifero of your choice finds your enemy’s position on the X axis, warps there, and then performs a spinning sword attack. If a sword is already out (deployed) and near your opponent,, the Lucifero will forego warping and just attack instead. You can put them out one at a time with the S and HS versions respectively, and can even set them from the air. The 6S version cuts horizontally, and is strong for controlling an opponent on the ground. The 6HS version makes a vertical cut, better for controlling vertical space. On counterhit, the 6S and 6HS attacks will stagger. Unfotrunately, Ramlethal is in counterhit state while setting the swords, so using sword set too much can be dangerous.It’s best to try and set safely, when your opponent doesn’t seem to be in range or in a position to punish you. After using a sword attack (when it’s set), the corresponding lucifero won’t be able to attack again until it starts glowing, so be mindful of that.

2S/2HS in sword set

Your great sword performs a 360 attack. The startup is very slow, but the huge hitbox is the selling point. In neutral, your opponent can make it difficult ofr you to set up shop with these, so it’s best used on their wake-up.

(picture captions) Top: The little demon balls are your luciferos! The lower one is the horizontal set/S version, the high one is the vertical set, the H version.

Top left: 6S is the horizontal attack

Top right: 6H is the vertical attack.

Bottom left: Sword set 6S is a 360 hitbox attack. Slow to start up, but ground bounces on hit.

Bottom right: Sword set 6H is a vertical 360 spin attack. Again slow to start up, but floats high on hit.

Sword set HS

Creates a circular energy aura attack. Has a pretty short reach, but good for keeping your opponent’s movement in check. If hit confirmed can be cancelled into Dauro.

Sword set j. H

Sword set j. H. Has the same hitbox as sword set 5HS (the hit box is vertical/downward), but the fact that you can use it in the air and attack from above makes it useful (presumably for mixup purposes with empty jump low or airdash j. K).

More about her specials

Dauro -

Ramlethal advances and claws at her enemy with her talons. If you press P at the same time as you input the 3 in the 623 motion, she’ll glow green, and the “fastest dauro” will come out. There’s not much recovery on “fastest dauro” so unless they instant block it, they won’t be able to punish from the right range. (There are clearly two version of this move, I’m guessing the “fastest dauro” where she glows green is a just frame.

Fram Cargo

Command grab that ends with an explosion.. Slowish to start up, but floats on hit allowing for a c. S follow up, which means big damage. Not a whole lot of range, but it’s not really a dash up and do it kind of thing. Deploy the swords in a way that limits their movement and attack options in order to properly set up the command grab. If used in conjunction with sword set, can be made safer by inputting an option select 6H or 6S at the right time to cover up the whiff animation if it misses.

Cassius

Glowing projectile that moves upward (similar to Mu’s projectile). Starts up slow, but is very difficult to punish once it’s out, even if it’s blocked up close. High mobility characters can make it difficult to get Cassius out, but against characters with less mobility it can really limit their options. From far away, use in combination with sword set moves to control a lot of space. Also has a YRC point on startup which allows you to get the projectile out and cancel the recovery.

Shield Detruo

The jumping overhead attack. I guess there’s a grounded version and an air version; the ground one hits upon landing, and the air one angles down and forward. Don’t quote me on this because it seems really good, but it’s apparently plus on block, and on hit you can link a 5P afterward. If the ground one is blocked, you can go try f. S as a long distance surprise attack (frame trap?). I think the last part is saying that it puts her in the air immediately, so you can avoid some oki by using it on wakeup. In videos I’ve seen it both punished and not punished on instant block, but it may have only been punished because the ram player went to hit a button assuming he would be plus.

Calvados

Ram’s swords shoot a big ass laser, has a hit box behind her. Must have both swords equipped (not set). The write-up makes it sound really good as a super, so I’m not even going to bother translating it. The author either hasn’t played with it enough or they know something we don’t.

Toranshi

The big rotating blade super, can ONLY BE DONE WITH BOTH SWORDS ALREADY DEPLOYED. If both swords are deployed, you can cancel any actions they’re already doing with Toranshi. Toranshi is a little sluggish on startup, but you can do it while already attacking to make up for it. On your opponent’s wakeup, you can force them to block Toranshi, and then chase them down to mix them up with 6K or sweep. I think it’s interesting that they suggest Sweep rather than 2K, so I guess that’s just overall a better starter and mixup option for her. When used, causes a glowing effect where it hits, which makes ensuing mixups VERY difficult to see. If used out of the corner, moves horizontally, so you have to chase it down. If used in the corner allows more time for mix-ups.

Explode

Invincible super, causes a big explosion. Probably pretty fast since it's meant to be used as a reversal super but the article doesn't mention any frame data. Good as a counter-attack or on wakeup, but has a lot of recovery, so don’t fuck this one up.

Tension gain system

RamRam's tension gain rules are a little different than everyone else's. She doesn’t get tension for most attacks or forward movement options like other characters do, only from her sword attacks, so it’s important to always be mixing it up and throwing in sword attacks. The tension gain on her sword moves is extremely high, so it’s important for Ramlethal players to find a balance between using them at the right time, and using them to get tension in conjunction with the rest of her moveset.

Basic strategy

If you want to play Ramlethal, you have to first understand how to use and fight with both facets of her sword mechanic properly. When she has her swords equipped, she has a more simple moveset, with far reaching pokes that do good damage, a lot of firepower with her specials and cassius, and high tension gain with her sword moves. f. S is very strong for controlling space in the midrange due to it’s horizontal reach. If it looks like it’s going to hit, you can cancel into just frame Dauro, and on crouching opponents or counterhit, you have a number of options to continue the combo. Just frame Dauro can also be used in the midrange to try and read dashes or other movements. While at mid range, 2S is a very high reward poke, so if it looks like they’re going to try and move, throwing out 2S is a strong option. If hit confirmed, you can continue into 2H. If you wan to stop an opponent’s dash, 2KK is also a useful low profile option for avoiding their incoming dash attacks. As anti-airs, 6P fits the bill very well. On hit, can be jump cancelled into j. K, j. S, jc, j. S, j. D for a very damaging simple combo. If you predict a jump, sometimes an early j. P air to air or an ait throw is safer though. Although the risk is somewhat higher, if you read an opponent’s jump early, 2S anti-air is higher reward, so it’s more recommended as a predictive anti-air. When it’s Ramlethal’s turn to go in from the air, j. H is very good for coming in from high up as it’s hard to anti-air, and will often beat an opponent’s attempt to shoot her down. If you come in with a low airdash though, j. K is more recommended.

When you get in close, 2KPP’s overhead property is good for mixup, and is difficult to punish on block.

2KPK’s third hit is low, so you can use it to mix up your opponent. However, 2KPK is much less safe on block, so it’s actually better to go for the overhead more, and use the low (2KPK) as your mix up option. On hit, 2KPK can be followed with Dauro, so if you can, it’s best to hit confirm the chain after the 2KP part given the last hit’s unsafe properties on block. If you want to try and interrupt an opponent’s offense or blockstrings, 5P’s speed is actually very good at doing so. If you can hit confirm your attempt to mash out, you can easily go into 5PPP for an easy hit confirm

Sword set strategy

Your strategy with Ramlethal will change according to whether you have your swords equipped or set, and depending on your opponent’s characer choice and the situation in-game, and you can switch modes on the fly to make life easier for you and more difficult for your opponent. Things you want to consider in a general sense would be the other character’s mobility, how much tension they have, and their zone or space control ability. First, if your opponent is playing a high mobility character who can get in quickly, your ability to control space with your swords deployed can be nullified rarther easily.It’s better to stay equipped and use the range and damage on your normals to keep them in check. Conversely, if your opponent’s character has poor movement abilities, or poor horizontal screen control, it’s easy to use your sword set moves freely and keep them even more limited. In this way, it’s important to change your play style to counter the other character,

In neutral, if your’e using her deployed sword moves, it’s best to use the HS (vertical) version. The S version’s ability to control your opponent’s movement like a projectile is strong, but when your S sword is set, your far slash attack becomes a very short reaching move, so her ability to control horizontal space is substantially decreased, so it’s better to not use the S sword set and play it safe and take advantage of equipped f. S. When you do manage to get your swords set safely and it’s Ramlethal’s turn to attack, your greatswords will intercept any incoming attacks automatically (I’m assuming the implication is that even if Ramlethal is hit during the sword set attacks’ startup, the attacks will continue). If it doesn’t seem like an attack from your opponent is incoming, you can double jump and play safely/evasively until lt looks like they’re going to try something to get out and still get pressure.

Set Play and Okizeme

With the S greatsword equipped, after a midscreen throw, immediately jump, and while rising, set 6S. You’re free to act on the way down after the sword set, and go between a high mixup with low airdash j. KPK, landing and doing 2KPP, 2KPK, etc. During 2KPP, if sword set 6S hits, you can continue with a combo of your choice. If the air dash j. KPK hits, close S -> Dauro will combo as well.

In the corner after a combo or sweep knockdown, you want to immediately cancel in to 6S and 6H sword set and forward jump. During your sword’s ensuing attacks, you can jump freely, and ust before landing, airdash j. K -> j. HS, or landing and going into 2D -> just frame dauro is a very tricky 50/50 mixup. There’s an extra character specific note about 6S versus slayer and I-no, but I’m not entirely sure what it is.

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How exactly does Ramlethal change whenever she has her swords deployed versus having them equipped?

 

Layman's terms?

 

Equipped: Has long-reaching normals, arguably better meter gain and access to Calvados (laser blast of doom).

 

Deployed: Now those swords help in controlling space, pinning the opponent don't while you try to open them up. You attack in tandem with them or out of sync to get in the oponent's face. Transhi (spinning blade overdrive) also becomes available here. Note that you also have the option of sending out 1 sword as opposed to both.

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^So, if you have 1 sword equipped and the other deployed, you cannot use Calvados or Transhi?

 

Huh, that's a good question. I guess I never thought about it considering I very rarely see Ramlethal players pull off either move. I would like to know the answer myself as well.

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^So, if you have 1 sword equipped and the other deployed, you cannot use Calvados or Transhi?

 

I finished most of the translation today but I'm just going to wait and post the whole thing tomorow. There's no mention of any requirement for Calvados, but Toranshi does require that both swords be deployed. I haven't read much of this thread so I don't know to what detail people are informed about her gameplay, but a few details in the article that made me happy: j. D is directional, there's a j. 8D, j. 5D, and j. 2D, and they all do different stuff, her sword sets track horizontally, her tension gain or lack thereof is based on sword set, and Shield Detruo (the overhead special) is apparently plus on block and frame one low invuln though I haven't seen it used once on video.

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Can someone confirm if two of her aerial normal moves can be blocked low? One of the two is her j. 2D that points downward and the other one is her vertical sword-equipped attack. (I'm not sure whether it is j. 2HS, j. 2S or j. 5HS )

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Can someone confirm if two of her aerial normal moves can be blocked low? One of the two is her j. 2D that points downward and the other one is her vertical sword-equipped attack. (I'm not sure whether it is j. 2HS, j. 2S or j. 5HS )

The downward sword is j. H, and the article makes note of the fact that it does not hit high, in fact it mentions crouching as a counter to early j. 2H if the ramlethal player is trying to bait an anti-air. J. H has the largest vertical hitbox for any air normal in the game and causes a ton of hit stun on counter so it's very good at doing just that. It doesn't say whether or not j. 2D hits overhead, but I would assume it does not. Even if it does it wouldn't be a very attractive alternative to j. K in any situation where you would want to mix up, all of her j. D variants seem to have a good amount of pushback.

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 all of her j. D variants seem to have a good amount of pushback.

And recovery frames as well! :) If I'm not mistaken, If a Ram player manages to get any character in the corner, then she can do IAD combo into j. 9D loop variants. Thanks Dude!

 

By the way, when are we going to update the list of notable Ramlethal players in our video thread? We already have two.

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sorry about that, I'll on it. As soon as I get the chance, Their Koichi and Batako, Right?

It's alright, anyway here are the two as well as the source URL

 

かりんちゅ (Karinchou) 14th Dan

バタコ (Batako) or ミオラモエ or (Mioramoe) 13th Dan

 

Wild Candy why aren't you promoted to moderator yet? We need one for sure! :)

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Um, well. 

 

I never asked to be one. I just wanted to make sure I could find out as much as possible about Ramlethal and share the information. 

 

Oh, and I've been taking some notes as well.

 

I think it's her j.D (The one where she blows her opponent away with her cape) tends to be the main combo ender mid screen because it allows her to get enough breathing room to set up Lucifero durring the knock down. It also seems to be used as her main combo extender while in the corner. I'm also not sure, but it seems like when ever she uses 6H or 6S, Their perspective balloons travel towards the area of the foe's location, instead of just flying to a random space. It also seems like players are getting smarter about having one swords swing while the other is on cool down. This pretty much closes most gaps in pressure and oki. 

 

Also, In note to her Overdrives

 

Her gamma ray type super looks good for full screen punishes along with chip damage, but it's rarely used cause of the fact there's better options to spend the meter on.

 

The one super where she swallows the foe with her cape seems to be her main and only reversal. As expected, while it moves her a good distance, it's super punishable on whiff. 

 

Finally, her primarily used super, the one where her buddies form a buzz saw is looking like her main oki option with meter since it carries to the corner and keeps the foe pinned down. I'm starting to wonder if this super is kinda broken given how well players like Batako steal the round with it. 

 

But with the progress players have been making with her lightly, I'd probably place her somewhere with Sol/Millia/Ky in terms of tier placement. Players are really starting to steal matches with Ram-chan. 

 

Anyway, sorry about my tangents. 

 

EDIT: Oh, I also just updated the notable player list on the Video thread, and while it may take some time. I'll be to slowly but surely update the video section. As a friendly reminder, be sure to use the proper formatting when posting links so I only need to copy and paste videos. K? Thanks for being dedicated to our adorable scion of destruction. 

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Her gamma ray type super looks good for full screen punishes along with chip damage, but it's rarely used cause of the fact there's better options to spend the meter on.

Can you link Calvados(A.K.A. Gamma Ray Burst, Laser Blast of Doom) after you send characters on a wall stick? If it is possible then this can be used as a combo ender.
 

The one super where she swallows the foe with her cape seems to be her main and only reversal. As expected, while it moves her a good distance, it's super punishable on whiff. 

Yes, I believe it also carries invulnerability within its frames. You can even link another Explode overdrive as an OTG hit after the other.

 

Finally, her primarily used super, the one where her buddies form a buzz saw is looking like her main oki option with meter since it carries to the corner and keeps the foe pinned down. I'm starting to wonder if this super is kinda broken given how well players like Batako steal the round with it. 

Daiji and Batako/Mioramoe are the most notable abusers of Turanshii. But I do believe that is the only thing worth spending a tension meter at.

 

PS: Wild Candy, Karinchou is 14th dan, sorrie, :( I made a typo error there.

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I think Toranshi is supposed to be balanced by how hard it is to get tension.  Like, they want you to think hard if you want to spend it on Toranshi or Dead Angles or Faultless Defense.

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Can you link Calvados(A.K.A. Gamma Ray Burst, Laser Blast of Doom) after you send characters on a wall stick? If it is possible then this can be used as a combo ender.
 

Yes, I believe it also carries invulnerability within its frames. You can even link another Explode overdrive as an OTG hit after the other.

 

Daiji and Batako/Mioramoe are the most notable abusers of Turanshii. But I do believe that is the only thing worth spending a tension meter at.

 

PS: Wild Candy, Karinchou is 14th dan, sorrie, :( I made a typo error there.

 

 

I think so, but given that the super requires you to have both swords equipped, and Ramlethal already has better ways to spend the meter that takes effort for her to gain. Your better off using her Turanshii super.

 

I think Toranshi is supposed to be balanced by how hard it is to get tension.  Like, they want you to think hard if you want to spend it on Toranshi or Dead Angles or Faultless Defense.

 

I didn't think of that, that's probably why her Super's tend to be so powerful. To compensate for her gaining meter slowly. 

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As of 6/7 further updated with the sword set strategy and okizeme snippits from the article. Unfortunately they didn't go into too much detail on oki setups, but they did give some basic information and setups. Will add the last two paragraphs soon, and will be making changes and corrections over the coming days. Let me know if you have any questions or corrections.

One cool thing they mention in the combo footnotes is 2S, 2H, RC 2S, 2H being a legit combo pathway in terms of damage, and it also baits bursts. 2S/2H look rad, so that made me happy.

Also sometimes she days pikachu on wakeup.

I'm also not sure, but it seems like when ever she uses 6H or 6S, Their perspective balloons travel towards the area of the foe's location, instead of just flying to a random space.

Sword set does indeed track horizontally, both the S and H versions.

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Hi, so I just tried ram out today, and it seems that neither super comes out when you have only one sword set.

I remember people asking about that, though I'm not sure if it has been answered yet.

Sent from my GT-I9505 using Tapatalk

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I'll leave this cool stuff here. I'll go through this again once Xrd makes its way to the consoles.

Thanks. Also for those interested, if you click on the nico link in the video description there's an evernote document with the notation and timestamps attached.

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Okay, Everyone. Thanks for keeping up with the information available. 

 

Oh, and on a slightly random note, I saw I think Karinchou end a combo with Ramlethal's Explode Overdrive to kill the opponent, so I think it might be possible to use it as a damage ender when going for the kill. Wasn't sure if anyone saw that or not. 

 

Also, thanks to 9:02 PM for translating the Ramlethal guide article. I'll see if Kurushi can update the first post in this thread with some exerts of that information. 

 

Thanks also to JCraile for being very helpful when it comes to collecting video's for the video thread.

 

And thanks to everyone else for helping the Ramlethal Forum start to flourish, and I can't wait for XRD to come out so we can become a lively community! 

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